On Thursday, August 3rd, at 9am ET, we will be undergoing maintenance to deploy a new patch, which will include several much requested fixes and adjustments for Quake Champions. During the maintenance period, we will need to reset some player data in preparation for a new update.

Player content that will be reset includes: User States (Armors, Weapons, Attachments, Shaders, Currency) and Challenges.
Content that will NOT be reset includes: Champions, Friends, Skill Rating, Nicknames

- Player can observe all current in-match players and blocked players
- Player can now blacklist players, which blocks invites from unwanted users
- Player can now ignore user invites
- Player can now report users

- Fixed an issue that could occur when the game would not revert to the player’s native resolution when changing to Borderless mode with a lower aspect ratio
- Fixed a localization text issue
- Updated the list of supported video cards for more correct auto-detect
- Fixed an issue where killed players could become stuck in place and invincible
- Fixed an issue where local configurations would not be saved properly when including Cyrillic letters
- Fixed an issue where Champions were not synchronized with moving objects

- Fixed an issue when the Lightning Gun shaft bloomed when colliding with geometry
- Fixed a knock-back issue with the Lightning Gun, Shotgun, Rocket Launcher and Railgun
- Fixed an issue when armor shards didn't fall when the player was killed via Gauntlet
- New weapon pick-up sound, (temporary, will be updated in the future)

- Fixed an issue where the Serial Killer challenge showed the incorrect icon
- Fixed an issue where the player could receive already completed Daily Challenges
- Fixed an issue where Daily Challenges were not showing progress

- Resolved all display issues with the Health and Armor container system
- yaw and pitch mouse settings added to the options screen
- New smaller high resolution enemy arrow indicators
- Improved reliability of enemy arrow indicators
- Fixed an issue where the player count could persist in the lobby
- Fixed an issue where if the player accepted a party invite while in the lobby, he was transferred in custom game
- Fixed issue when Headgear thumbnails are not showing some of the champion's heads

- Red soul widget added into HUD
- Fixed an issue where the Lightning Gun shaft could split into two
- Fixed an issue where spectators saw red markers above the blue team
- Fixed an issue where Clutch’s shield was not visible from 3rd person camera
- X-Ray now turned on by default
- Spectator now sees team-colored outlines on the screen

- Fixed an issue when player spawned in 0 coordinates on second game session
- Fixed an issue when Champion will briefly appear where killed on respawn
- Fixed an issue when full session could stuck on a character presentation screen
- Fixed issue when user movement halts briefly when entering a jump-pad

- Fixed an issue where the draft stage profile level on the nameplate was incorrect
- Fixed an issue where on the death screen, the Champion in the middle always highlighted
- Fixed an issue where the mouse fire input would be stuck if firing between the transition from warmup to Champion selection
- Fixed an issue where the announcer would say "5 minutes warning" at sudden death
- Fixed an issue where the Scoreboard would not display a time limit
- Fixed an issue when Champion Vanity items did not show when displayed on the podium screen in Duel selection
- Fixed an issue when the announcer says "your pick" when an enemy is picking

- Fixed an issue where the soul pickup HUD marker could persist when the soul isn't on its spawn place
- Fixed an issue where the soul can get stuck in any wall and cannot be picked up when User stands close to the wall
- Fixed an issue where the soul can be placed in overhead platform side mausoleum on Burial Chamber
- Fixed an issue when Soul can become stuck on top of head statue in Side Mausoleum on Burial Chamber
- Fixed an issue when enemy Obelisk marker overlapped soul carried HUD
- Fixed an issue where the soul effect could be seen on the weapon in first person view
- Fixed POI blinking issue
- Fixed an issue where picking up the soul immediately after using an ability would cause VFX to stay, preventing the use of that ability until death
- Fixed an issue where the Obelisk does not have player collision

- Fixed an issue when Global timestamps were missing zero padding
- Fixed an issue when chat didn't work on player presentation screen
- Fixed an issue when auto-scroll always worked with every new message

- Various localization fixes
- Removed confidential line from watermark

- Fixed an issue where in Duel lobby, there were no opponents nicknames listed
- Fixed an issue where a player would see his own profile picture on all profile pics in Social screen
- Fixed an issue where the player could follow blacklisted player
- Fixed an issue where the player could get 3 medals Mach Complete and Win during one Duel match
- Fixed an issue where the player could not use print-screen while in full-screen

Update: CBT 13.7 Cleanup patch

Today we will be deploying a patch to address a few issues that have appeared along with the deploy of CBT 13. This patch will require us to take the servers down at approximately 3:45pm ET. We do anticipate the maintenance will last a few hours, but we'll let you know as soon as we bring the servers back up.

-Fixed an issue affecting the respawn position of a player
-Fixed incorrect spawn points that could occur in the 4th and 5th rounds of Duel
-Fixed a crash that could occur when exiting Duel mode
-The zoom sensitivity/FOV reverted back to its previous state. Zoomed FOW for all weapons is set to 79 as it was before
-BJ Blazkowicz max base armor set back to 50
-(Updated) Fixed an issue where a user might experience an FPS drop or crash if more than 60 items appeared in their contacts list (friends, search results, blocked users). Further improvements to follow.

And that's exactly what is necessary. There is a portion of players who are not satisfied by the fast movement and aggressive nature of Clutch, fast movement by itself is good for the game, but not that he's able to force fights so often with such a narrow gap in between when he is actually at a disadvantage by using his ability.

They don't know how to balance shit, ID Software has failed to balance anything properly since Quake 3. And I believe q3 was just a fluke for them, because lets face it, the balance in QL was a joke, and they literally ruined the game with the "balance changes". I don't expect this game to thrive unless they bring in someone different than SyncError to lead this, someone with a passion for Quake, not some HALO console garbage wannabe maker, this game's a joke.

Edit: The only nerf clutch needed was the top speed he could reach, the dodges themselves are OP already, why can he accelerate to infinity within 3 jumps?

i'd suggest new feature, the faster you move the faster memory leaks. so in result you can get overheating and crash in the real life. that would be so natural and complement the actual performance of the game.

If I'm not mistaken, he could heal back to that 150 max health with standard health bubbles alone, of which there are more on the maps than armor, so this supposedly makes it more difficult to maintain a high stack or build one after an encounter.

Not hard when you've got a character who can run circles around people, with iffy hit boxes in a game mostly Vq3 based movement and no bright skins.

Quake Champs will struggle enough as it is to attract the masses with VQ3 movement and mechanics, adding in CPMA characters will just overwhelm them.

Reflex and promode players could easily adjust to vq3 movement, and already know the meta and account for less than 1% of the potential player base.

Sorlag is about as CPMA as the game should go, at least he's got a chunky hitbox, but he's supposed to be 290 movement, but he's the second fastest character in the game around a map beating characters who have speeds of 330, it just goes to show the huge advantage that comes with using pro-mode movement.

Air control is one aspect, did you consider how that character looks to the rest of the players in the game when running at full tilt and what skills the new players now have to learn to track and hit it effectively with their Ranger?

How's air control going to help someone whose just been given Ranger on day 1 and tracking a rampaging anarki brain box?

FUCK ALL.

When you can put complete counter arguments across that make sense, then you can get smug, until then, it just looks like I'm schooling you because you've just missed out an obvious massive part of the debate on why Anarki does not work, yet acting like you just schooled me.

Expecting new players to get on board with VQ3 & PRO MODE movement systems from a playing as point of view, and counter combat point of view is not going to happen.

I played law breakers for 18 mins the other day until it got uninstalled and I will never play it again.
I played street fighter 5 for 38 mins before I uninstalled and quit the game, a series I played all my life.

Quake Champs has to grab new players fast or they will go elsewhere. Coming into a quake game as an outsider is already a massive ask. They've been humored for years.

Scaring them away so a handful of pro moders will be happy is not worth it, as cpma players can still have sorlag and will be used to playing VQ3, or champs will end up as dead as all your other fast games.

How's air control going to help someone whose just been given Ranger on day 1 and tracking a rampaging anarki brain box?

Isn't this more of an argument for good matchmaking? I mean you can't compare a newbie Ranger vs a "rampaging anarki brain box", (I assume that is a good Anarki player?).

I absolutely don't think they should nerf him in any way, just fix the netcode and hitboxes or whatever so it's actually possible to hit the smaller characters (not just Anarki).

Edit. Also have you seen how satisfying it is to watch a good Anarki player on stream. I believe for newcomers it looks exciting and intense in a way that will lure them in to atleast try their luck in the Arena. Many came to QL this way because it looked so fast and actionpaced in a way they are not normally used to.

Slash buff isn't going to do much I'm afraid, 0 starting armor with a 75 cap would be more reasonable imo, or maybe even 25 starting and 75 cap.

And I'd prefer to see clutch nerfed by putting a small cooldown on the dash, so that he doesn't fly around the map and is instead forced to use it a bit more wisely. Let him keep some of his tankyness with the 20% damage absorption.

I agree that starting 25armor probably won't change much but I think that they are not done with slash yet, this is just a test, they said there will be another update after the regionals. I'm guessing Slash will get another change if needed.

I think Clutch has been nerfed the right way. We need more faster champions in the game to have a better dynamic of it, the dash is a fluent addition that grants mobility which is a skill in itself to use properly. The dash in combination with Quake movement creates a unique way on how to maneuver the map, Clutch should be built around and not reduced by this ability.

How can we benefit from adding a champion more similar to the existing pool? Because that's exactly what we will achieve with a nerf to one of the few unique ways on how to move in Quake champions.

I was about to say that: "määh, a lot of cosmetic changes, but the main issues have still not been handled", but!

Holy shit, this patch has made the game actually playable.

For me the loading times have decreased 3-fold ... down to 10 something seconds from 30+.

Almost 50% FPS increase, which makes it actually playable.
Had time for only one TDM, but since the game is so much smoother I was able to actually play and hit what I wanted to hit ... to an extent, still miles from QL but at performance improved 3-4 times compared to yesterday and the months before.

The warping back is the rollback lag compensation mentioned in the patch notes. It's basically that or shitty feeling rockets/hitscans. Honestly the game feels much better than before, but still not ideal by any means.

Something is seriously wrong with the game now - it feels artificially smooth on the surface but is generating a whole bunch of weird ass problems...

- People seem to now 'slide' instead of strafe. It's literally a static puppet sliding instead of walking animation.

- Rockets still not registering

- Anarki is even harder to hit now. I swear to god, railing this dude while he's doing his adadadad crap is as much fun as pulling your teeth out with a screwdriver. People are abusing the shit out of him on FFA. Sucked the fun out of it, instantly.

- Slash is getting into the same problem - her actual and normal slide move is now weird as fuck.

- LG feels random now. Sometimes you hit 50% on one dude and go like 'woaaah, this feels good' but the next dude is not registering whatsoever (not my aim, just weird ass latency going on) and you ask yourself 'wtf was that'

- All of the above is layered with a sauce of complete randomness. One minute the game feels crisp and accurate, the next minute you experience some weird shit.

- Zoomsens is way off. Much more sensitive.

- They change some stair here and there, feels like a slope ready to catapult you into space now. You can almost make it outside of the HA zone on DM6 coming from SG if you have enough speed. (not really, but the difference is noticeable)

- FOV feels off, can be a mental thing because I can not get into the zone due to the above crap but everything looks tinier.

I'm not a negative guy but this is the first time that I was unable to enjoy a single match so far. Ironically duel is now more fun than FFA because the randomness in there is multiplied with every individual. In some weird way the previous CBT had issues, but they felt more comfortable.

the sorlag wasn't even moving, which means that the problem isn't related only with how they handle their netcode, they are is a blatant bug somewhere screaming to be found, if not many

which in turn means that it is something very easy to fix, but they still fail. I mean it's not because player A had this ping, while player B had that ping and the calculations of the positions were slightly of... sorlag wasn't even moving...

In a few minutes, we will undergo a brief maintenance in order to address an issue with users experiencing a crash while accessing their friends list. This is caused by scrolling through a list of friends that exceeds a certain number. In order to alleviate the issue we will be temporarily reducing the number of friends allowed to 20 during this maintenance period. This is a temporary solution until we resolve the issue. Thank you for your understanding."

"@nqxie said:

@jleavey said:

Hey guys,In a few minutes, we will undergo a brief maintenance in order to address an issue with users experiencing a crash while accessing their friends list. This is caused by scrolling through a list of friends that exceeds a certain number. In order to alleviate the issue we will be temporarily reducing the number of friends allowed to 20 during this maintenance period. This is a temporary solution until we resolve the issue. Thank you for your understanding.

Thanks for letting us know. But while you're here, mind telling us what you guys did to the FOV values (both zoomed and un-zoomed)? Pretty sure you changed something there but didn't mention it in the patch notes. Mouse input in general feels off aswell (not just zoom), did you have to change anything to implement the yaw/pitch settings?

The team is looking into those things as well. Will definitely share any updates as I get them. Thanks for the heads up.

This game will never thrive in the current eSports community because at the helm of this game is SyncError, the same guy that rode the Quake 3 ship into the ground by calling it a QuakeLive and mindlessly nerfing random guns and fucking the weapon balance that Q3 had established.

The game has been doomed since, and it's kinda funny how he's still at the helm, and Quake Champions is as big of a joke as it ever could be.

the only reason we talk about champs and live is because they are the latest games and they received patches and updates. If any of the previous games got any sort of decent support theyd be mentioned too.

"We're behind on schedule and we don't like spending money to test the game, so we're gonna release the game and call it beta while YOU test it for us and give us suggestions for fixes that we'll maybe implement when we feel like it. Thank you and fuck you."

From what i can see it's the zoom fov that's different with railgun, zoom sens is the same. Zoom in with any wep and then switch rail and watch the fov zoom in more, pretty sure this wasn't the behaviour pre patch.

the question is ...
Did some of the pros that switched to default weapon models few days ago knew about the wipe before the regionals?

It takes forever now to buy new weapon models, might not sound like a big deal but imagine using centered rocket launcher or q2 rail for months and now before the tournament you cant use it.
:thinking:

Today we will be deploying a patch to address a few issues that have appeared along with the deploy of CBT 13. This patch will require us to take the servers down at approximately 3:45pm ET. We do anticipate the maintenance will last a few hours, but we'll let you know as soon as we bring the servers back up.

The patch will address the following:

- Fixed an issue affecting the respawn position of a player
- Fixed incorrect spawn points that could occur in the 4th and 5th rounds of Duel
- Fixed a crash that could occur when exiting Duel mode
- The zoom sensitivity/FOV reverted back to its previous state. Zoomed FOW for all weapons is set to 79 as it was before
- BJ Blazkowicz max base armor set back to 50
- Fixed an issue where a user might experience an FPS drop or crash if he had more than 60 items appeared in his contacts list (friends, search results, blocked users)

While the game did get a lot better with the recent update, like I said myself hereinbefore, I would just like to know why THE FUCK are they not fixing the "downloading all 12 something GB of stuff every time there is a 100kb micro patch" issue.

This is the first thing that should get handled, scrap the testing, put the fucking tournaments on hold, until this gets fixed.

This is the major game killer right here, everything pales in comparison to this shit. Its just spitting in the face of any interested player and potential player.

And I don't care that it maybe isn't actually downloading the whole thing over and over, the fact that every micro patch means 30-40 minutes of downloading is insane.